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What If? Lab

What if a roller-coaster loop were bigger?

A roller coaster can zoom right around a loop, upside down! What if the loop were twice as big? Let's try it in Olly's lab.

A coaster car needs enough speed at the top of a loop to stay pressed against the track. In this lab, the car starts at 40 meters and easily makes a 10-meter loop. Double the loop to 20 meters and see what happens, then find how tall the first hill must be.

At the top of a loop of radius r the car needs v² ≥ g·r, so a frictionless start from rest needs a height of at least 2.5 r. Double the loop from 10 m to 20 m with a 40 m first drop, see the model's verdict, then find the minimum starting height with friction and compare with the clothoid loops real coasters use.

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The big question

Some roller coasters go all the way around a loop. Riders go upside down!

What if the loop were twice as big? Would the car still make it around?

A roller coaster car rolls down a big first drop, races into a loop and goes over the top upside down. To make it around, it has to be moving fast enough at the very top.

So what happens if engineers make the loop twice as big, but keep the same first hill? In this lab the car starts 40 meters up. A 10-meter loop is no problem. What about a 20-meter loop?

A loop is a test of speed, not just height. At the top, the track and gravity together must supply the centripetal force that keeps the car moving in a circle, and if the car is too slow, gravity alone is more than enough and the car would leave the track.

This lab uses an energy-and-friction coaster model with a 40 m first drop. It asks what happens when the loop radius is doubled from 10 m to 20 m, and how tall the first drop must then be.

Try the experiment

Make a prediction

The loop gets twice as big, but the hill stays the same. Will the car still go all the way around?

The car starts 40 meters up and makes a 10-meter loop easily. If the loop's radius becomes 20 meters, what will happen?

With a 40 m start and μ = 0.02, the loop radius is doubled from 10 m to 20 m. What does the model predict?

  • It makes the loop easily
  • It fails to make the loop
  • It goes around twice
What you can change
ControlIn our worldWhat ifโ€ฆRange
Loop size ยท The loop's radius: half its height. Try 10 m, then 20 m. 10 m 20 m 3โ€“25 m
First hill height ยท How high the car starts. Can you find the lowest start that gets it round a 20 m loop? 40 m — 5โ€“80 m
Friction ยท Rubbing in the wheels and air resistance, lumped into one number. 0.02 μ — 0โ€“0.1 μ
  • Established fact

    A car needs enough speed at the top of a loop to go all the way around.

    A coaster car only makes it through a loop if it is fast enough at the top. The minimum speed is the square root of the loop's radius times gravity.

    The critical speed at the top of a loop is v_c = √(r·g) (TeachEngineering, Duke University); below it, the track can no longer push on the car.

  • What the model shows

    In the model, the car makes the small loop but not the big one.

    In the model, from 40 meters the car makes a 10-meter loop with 16.8 meters per second at the top, but it can't make a 20-meter loop.

    From H = 40 m, μ = 0.02: r = 10 m gives 16.8 m/s at the top (9.9 m/s needed); r = 20 m needs 14.0 m/s and the car never reaches the top.

  • What the model shows

    In the model, a loop twice as big needs a hill twice as tall.

    In the model, the lowest start that works is 29 meters for the 10-meter loop and 58 meters for the 20-meter loop.

    Minimum start heights in the model (1 m steps): 29 m and 58 m with μ = 0.02; 26 m and 51 m frictionless, close to the ideal H = 2.5 r.

  • Established fact

    Real coaster loops are shaped like teardrops.

    Most real coaster loops are teardrop-shaped clothoids: gentle at the bottom and tight at the top, for a smoother ride.

    Clothoid loops have their largest radius of curvature at the bottom and smallest at the top; Revolution (1976, Six Flags Magic Mountain) was the first modern looping coaster to use one (TeachEngineering).

  • What the model shows

    Our model's loop is a perfect circle, unlike real loops.

    The model uses a perfect circle, so its pushes on riders at the loop's entry are much bigger than on real rides.

    The model's circular loop overstates entry g-forces (8.6 g in the 10 m case) and lumps drag into one friction coefficient; real designs differ.

A 10-meter loop

The car rolls down a tall hill and goes very fast.

It zooms around the loop and over the top. Easy!

In the model, the car starts at rest 40 meters up, on a track with a little friction. At the bottom of the drop it is moving at about 98 kilometers per hour.

The loop has a radius of 10 meters, so its top is 20 meters high. The car needs at least 9.9 meters per second at the top to stay on the track. It arrives with 16.8 meters per second, plenty to spare, and it makes the loop.

From 40 m with a friction coefficient of 0.02 (lumping rolling friction and drag), the car reaches about 98 km/h at the bottom. At the top of a 10 m loop, 20 m up, it needs √(g·r) = 9.9 m/s and arrives at 16.8 m/s. The push of the track on riders there is 1.9 g.

That critical speed, the square root of g times r, is the same rule TeachEngineering's roller coaster lesson gives for the minimum speed at the top of a loop.

Double the loop

Now Olly makes the loop twice as big. The top of the loop is as high as the start!

The car can't get to the top. It rolls back down.

Now make the loop's radius 20 meters. Its top is now 40 meters high, exactly as high as the start. The car can't even climb that high, because friction has taken some of its energy, so it never reaches the top and rolls back.

Even without friction it wouldn't work, because the car needs speed at the top, not just height: 14.0 meters per second for this bigger loop. In the model, the first hill must start at least 58 meters up for the 20-meter loop, twice the 29 meters needed for the 10-meter loop.

With r = 20 m the loop top is at 40 m, level with the start, and the needed speed rises to √(9.81 × 20) = 14.0 m/s. With friction the car never reaches the top; even with no friction it would arrive with essentially zero speed.

Scanning start heights in 1 m steps, the model's minimum is 29 m for r = 10 m and 58 m for r = 20 m with μ = 0.02, and 26 m and 51 m with no friction, close to the ideal 2.5 r. At 60 m the car makes the 20 m loop with 15.5 m/s at the top.

Why a bigger loop needs a taller hill

At the top of a loop, the car must still be going fast.

A bigger loop is higher, and it needs more speed at the top. So the hill must be taller.

At the top of a loop, the car is upside down and moving in a circle. If it is fast enough, the track keeps pushing on it from above, holding it on its circular path. Too slow, and it would start to fall away from the track. A bigger loop needs a bigger speed at the top.

The car gets that speed from its height. It has to climb to the top of the loop, twice the radius, and still have speed left over. Put those together and, without friction, the start must be at least two and a half times the loop's radius. Double the loop, double the hill.

At the loop top the condition v² ≥ g·r means the track's push is zero or positive. Energy conservation from rest at height H gives v² = 2g(H − 2r), so H ≥ 2.5 r: the minimum start height scales linearly with the radius, while the critical speed scales with √r (9.9 to 14.0 m/s when r doubles).

The model's limits: a point car on a 2D track, a perfectly circular loop, friction and air drag lumped into one coefficient, and no train length. A circular loop also gives very large pushes at its entry (the model reports up to 8.6 g in the 10 m case), which is why real loops are not circles.

Real loops are teardrops

Real roller coaster loops are not perfect circles.

They are shaped like a teardrop: wide at the bottom and tight at the top. Riders have wheels under the track too, to keep them safe.

Most real roller coaster loops are not circles. They have a teardrop shape called a clothoid. The curve is gentle at the bottom, where the car is fastest, and tight at the top, where it is slowest. That makes the ride smoother.

TeachEngineering's roller coaster lesson explains that the modern looping coaster arrived in 1976 with Revolution at Six Flags Magic Mountain, which used a clothoid loop. Most coasters also have wheels on both sides of the track, so the cars can't fall off.

In a clothoid, the radius of curvature is largest at the bottom, cutting the push on riders where the speed is highest, and smallest at the top, where the car is slowest, so less speed is needed there. TeachEngineering's Duke University lesson notes that early circular loops caused rider injuries, that looping coasters were abandoned in 1901, and that they returned in 1976 with Revolution at Six Flags Magic Mountain, the first modern looping coaster with a clothoid shape.

It also notes that most coasters carry wheels on both sides of the track. The model checks contact at the top as if those wheels were absent, to show the physics.

Amazing facts

  • Most coasters have wheels under the track as well as on top.

    Most roller coasters have wheels on both sides of the track, so the cars can't fall off, even upside down.

    For safety, most roller coasters have wheels on both sides of the track to prevent cars from leaving it (TeachEngineering).

  • Loops used to be round. Now they are teardrops.

    Looping coasters disappeared in 1901 and did not come back for 75 years. In 1976 they returned with a teardrop-shaped loop.

    Looping coasters were abandoned in 1901 and revived in 1976, when Revolution at Six Flags Magic Mountain became the first modern looping coaster with a clothoid loop (TeachEngineering).

  • The fastest part is the bottom of the drop.

    From 40 meters up, the model's car is moving at about 98 kilometers per hour at the bottom of the first drop.

    Height becomes speed: v = √(2gH) without friction, so a 40 m drop gives about 100 km/h, and about 98 km/h in the model with friction.

Words to know

loop
a part of a coaster track that turns the car all the way over in a circle
radius
the distance from the middle of a circle to its edge; half its height
critical speed
the slowest a car can go at the top of a loop and still stay on its circular path
clothoid
a teardrop-shaped loop that is tight at the top and wide at the bottom
potential energy
stored energy an object has because of its height
kinetic energy
the energy an object has because it is moving

Discovery challenge

  1. What does a coaster car need at the top of a loop?

    What must a coaster car have at the top of a loop to go all the way around?

    What condition must the car meet at the top of a loop?

    • Enough speed
    • No speed at all
    • Extra riders
    Show the answer

    Enough speed

    Enough speed to keep going around.

    Enough speed: at least the square root of g times the loop's radius.

    v² ≥ g·r, so the track still pushes on the car.

  2. In the model, does the car make the giant 20-meter loop from 40 meters up?

    In the model, starting 40 meters up, can the car make a loop with a 20-meter radius?

    From H = 40 m with μ = 0.02, does the car complete a 20 m radius loop?

    • No, it can't reach the top
    • Yes, easily
    • Yes, just barely
    Show the answer

    No, it can't reach the top

    No! The loop top is as high as the start.

    No. The loop's top is 40 meters up, as high as the start, so it can't get there.

    No: the crest is level with the start and friction has removed energy; it would need 14.0 m/s there.

  3. In the model, what is the lowest hill that gets the car around the 20-meter loop?

    In the model, what is the lowest starting height that gets the car around the 20-meter loop?

    With μ = 0.02, what minimum start height does the model give for r = 20 m (1 m steps)?

    • 58 meters
    • 40 meters
    • 21 meters
    Show the answer

    58 meters

    58 meters: much taller!

    58 meters, twice the 29 meters needed for the 10-meter loop.

    58 m; frictionless it is 51 m, near the ideal 2.5 r = 50 m.

  4. What shape are most real coaster loops?

    What shape are most real roller coaster loops?

    Most modern looping coasters use which loop shape?

    • A teardrop (clothoid)
    • A perfect circle
    • A square
    Show the answer

    A teardrop (clothoid)

    A teardrop!

    A teardrop shape called a clothoid: tight at the top, wide at the bottom.

    The clothoid, with its radius of curvature largest at the bottom and smallest at the top.

Experiments to try

Explore next

For parents & teachers

What children will learn

  • A roller coaster turns height into speed and back again.
  • At the top of a loop, a car needs a minimum speed that grows with the loop's size.
  • Without friction, the start must be at least 2.5 times the loop's radius, so a loop twice as big needs a hill twice as tall.
  • Real loops are teardrop-shaped clothoids, and models simplify real rides.

Recommended ages: 11 to 17 ยท About 20 minutes

Talk about it

  • Why isn't it enough for the first hill to be just as tall as the loop?
  • Why might designers prefer a teardrop loop to a circle?
  • What does the model leave out that real coaster designers must think about?

Try at home or in class

  • Build a loop from flexible foam pipe insulation or a toy car track and roll a marble or toy car from different heights. Find the lowest start that makes the loop.
  • Make the loop bigger and find the lowest start again. Did it about double?

Key vocabulary: loop, radius, critical speed, clothoid, potential energy, kinetic energy

Where these facts come from

  1. Roller Coaster Physics lesson (Engineering K-PhD Program, Pratt School of Engineering, Duke University) , TeachEngineering
  2. College Physics 2e, §6.3 Centripetal Force , OpenStax
  3. College Physics 2e, §7.3 Gravitational Potential Energy , OpenStax

Checked, not yet human-reviewed. Last updated October 26, 2026. Spotted a mistake? Tell us.